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Generation is a secret.
Speaking of which... I get why generation is a secret (to hide diablerie), but why is minimum generation always a "secret"?
You can trace literally any cannon kindred "descendant" and count (you know, in the dynasty tree). He/she can be higher (assuming we call 1 high and 14 low) than that if he cannibalized a higher gen vamp, but there's no way he can be lower than that.
Also I've noticed that exposing the vamps generation secret doesn't add it to traits like it would happen in CK with witch or fornicator or other similar vanilla examples. That's kinda weird, no?
Then again, if you exposed a vamps generation and it vanishes then you know what they did. :rolleyes:

And a separate question, does generation actually do something in-game other than limiting blood potency and being a requirement in caitif's "custom" bloodline goal?

And another question, the explanation about how blood potency affects feeding says 1/2/3 less hunger per human.
But it never explains much hunger you normally "slake" and how "portions" affect it.

P.S. is it just me or is that system kinda insane? I mean I see how it's ok for a vampire that kills, but for the one that tries not to... use two disciplines between feeding and hello frenzy? Or is it just there to explain why every elder and his dog go into a voluntary torpor sooner or later?

Is hight potency even worth the trouble when you can't bloody use it for anything any more?

Am I missing some part of the picture here?

How does this normally play out in PnP?

I'm going to need a picture. If they become a wight, they look something like that. Like the picture of Camille in the Inquisition update loading screen.
At present, I can not replicate hideous Helena bug.
Can't give you one. I don't have any saves left from that run. And in my current run nothing wierd happened thus far.
It's probably safe to ignore though. I suspect something freaky just happened to that run on my end.
If this was the mod's own issue I'd have ran into it a second time by now. Yet I didn't.

P.S. That wasn't just Helena. Many vamps in my game went perma-monstrous that game.
 
Speaking of which... I get why generation is a secret (to hide diablerie), but why is minimum generation always a "secret"?
You can trace literally any cannon kindred "descendant" and count (you know, in the dynasty tree). He/she can be higher (assuming we call 1 high and 14 low) than that if he cannibalized a higher gen vamp, but there's no way he can be lower than that.

Design decision. If its not a secret, its a bit too easy for a player to search for a character by generation and then sort by "prowess" or "sum of all skills" by lowest, limit to diplomatic range.

Also I've noticed that exposing the vamps generation secret doesn't add it to traits like it would happen in CK with witch or fornicator or other similar vanilla examples. That's kinda weird, no?

Oversight. Will be added eventually.

And a separate question, does generation actually do something in-game other than limiting blood potency and being a requirement in caitif's "custom" bloodline goal?

Secrets can't directly modify attributes, so it is used as a limit on blood potency (which is a modifier which does impact stats). There are a couple of powers that check for generation. There is a running debate whether or not to have generation limit dominate discipline. Generation doesn't do anything in V5 either besides limit blood potency.

And another question, the explanation about how blood potency affects feeding says 1/2/3 less hunger per human. But it never explains much hunger you normally "slake" and how "portions" affect it.

Sip is the lowest amount, slaking 1 hunger. Drink is double that at 2. A lot is 3. Drain to kill is 5. BUT... depending on your blood potency, the exact amount of hunger satisfied is listed before you make the final decision your vampire drinking blood. So you do know exactly how much your vampire's hunger will go down.

hunger-sated.png


P.S. is it just me or is that system kinda insane? I mean I see how it's ok for a vampire that kills, but for the one that tries not to... use two disciplines between feeding and hello frenzy? Or is it just there to explain why every elder and his dog go into a voluntary torpor sooner or later?

Is height potency even worth the trouble when you can't bloody use it for anything any more?

Am I missing some part of the picture here?

How does this normally play out in PnP?

If you wish to become a powerful vampire or even just live centuries and centuries as a vampire, it is a slow (or rapid) descent into what mortals would call madness. Vampires are monsters. There are rumors of a mystical, enlightened state of vampire that helps retain humanity and curb the Beast called "Golconda", but most vampires think it is a myth (at present the mod has no code for it).

Can't give you one. I don't have any saves left from that run. And in my current run nothing wierd happened thus far.
It's probably safe to ignore though. I suspect something freaky just happened to that run on my end.
If this was the mod's own issue I'd have ran into it a second time by now. Yet I didn't.

P.S. That wasn't just Helena. Many vamps in my game went perma-monstrous that game.
This usually from using another mod or using a save game saved from before an update was installed. Since you can not replicate it, I will close the ticket.
 
Beauty is in the eye of the beholder...
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Oversight. Will be added eventually.
I also noticed yesterday that I can't expose a cultist either. I was going to expose and jail a cultist. But exposing him did nothing. I could still blackmail him though.
Sip is the lowest amount, slaking 1 hunger. Drink is double that at 2. A lot is 3. Drain to kill is 5. BUT... depending on your blood potency, the exact amount of hunger satisfied is listed before you make the final decision your vampire drinking blood. So you do know exactly how much your vampire's hunger will go down.
Thanks. Now I can actually plan around this.
This usually from using another mod or using a save game saved from before an update was installed. Since you can not replicate it, I will close the ticket.
That run was started on your 1.3 update, but before your auto-feeding update. Also possible causes were changing load order and removing two mods that claimed to not change the checksum (ck2-style icons ones). I know that the checksum changed mid-run as a result of the combination of those alterations, but I'm not sure what exactly caused it.

Anyway.... MOAR issues... Yay?
Is this a conflict on my end or are vassal contracts completely broken right now?
In both of my runs I've tried changing vassal contracts. That used up the hook, used up the "can only change once a lifetime" (you might wanna get rid of that and replace it with a cooldown since, you know, immortals all around) but didn't actually change anything about the vassal contract itself. I tried changing tax contribution and removing revocation protection. Neither one worked. And it's not that they are set but not working, they don't look like they actually changed at all.

Also, in my second run Camilla got "stuck in limbo". He ended up being a lord of nothing (some title with zero dejure lands) with 8 knights and zero levies in his army. Not sure how exactly he ended up this way, as I wasn't the one who took his last real lands.



Also, you asked what we'd want you to focus on in your survey. But I didn't notice a "focus on core/existing content/issues" option. And IMHO, that should be your development priority.
So I'm bugging you directly with it.
I like my extra supernatural types as much as the next guy, but...
I think some core parts of the mod still need (as in really need, not just "could use") more work, so adding more content now seems... I dunno... premature? rushed? careless?

Many innovations don't do anything at all, or do something that's barely significant.
Vassal contracts aren't working.
Balance is all over the place and some effects on gameplay feel like they haven't had their design properly finished.
Most notable would be the feudal system.

The game essentially devolves into "own duchy capitals and win" right now. And that's kinda boring.
Counties without "prince of" building chain aren't worth their weight in demesne size.
It also feels wrong without the vanilla CK's "own and controll duchy" requirement. You can give away 5/6 counties of a duchy to either your vassal or to your enemy, but you're still somehow a prince of a local metropolis? Really? Doesn't having more influence over literally every surrounding city count for something? Isn't vampire culture supposed to be fiercely competitive (dog... erm... bat eats bat world) ? I can't imagine them owning all the surrounding area but still tolerating me sitting on the best spot without contesting my rule over it.

Then there's an issue of how baronies play into this. I guess it fits the setting that the barons can cause you issues with their recklessness, but that doesn't exactly "feel" right gameplay-wise when you're getting rebellions because your barons built the -pop opinion buildings. Conversely the system is abusable because you can use their slots to counter pop opinion penalties of your buildings. And I really, really, really, really dread the idea of them building the blood tax building chain (although I've never seen them actually do it, do they have some kind of AI block in place for it?).
Long story short - CK3 wasn't really designed with negative county-wide effects from baronies in mind. And because of that it isn't prepared for simulating a situation where liege has reasons to interfere to "fix the mess". I'd imagine in real WoD when an underling is casuing issues, a local prince would swiftly and decisively put a stop to his foolishness. But CK3 isn't equipped to emulate that when the "issues" are buildings.

Speaking of which... the buildings (mostly) represent vampiric influence right? As such it would make sense for them to be able to be shut down, no?
It's very annoying that when you take control of new lands you have no choice but to keep dealing with whatever side-effects their previous owner chose to trigger.
The one that managed to annoy me specifically was the "influencing the burgers" building chain. I've had several of them "forced" upon me and that really stalled my progress. The influences one can build without prestige are very limited and having that negative prestige gain stack to ~45% can really mess with you.
Fortunately you can replace them. But I still think that just shutting them down without immediately putting a different building in place should be an option. Maybe create a dummy building with zero cost and zero effect just for that purpose?

Speaking of over-stacking, I think I saw "siege time modifier" on one of the building chains. That's a dangerous modifier to stack, you know. It goes all the way to new phase every day at -100% and that really, really, really accelerates the siege (I saw that happen through another mod that underestimated vanilla CK3's design's half-hidden pitfalls). Other things like maintenance costs and troop losses shouldn't be overlooked either, IMHO. (though I haven't seen what happens when those are over-stacked)

You also need to pull the brakes on personnel efficiency. That or take on the monumental task of enabling CK3's AI to handle it well. Though, I'm pretty sure the latter is not an option.

Vanilla CK3's AI is already a chronic looser. But you guys pulled it even further out of it's comfort zone. Between OP knights, OP commanders, and even just immortal top-of-the-line councillors the AI's realm and war efficiency falls too far behind. Any AI that didn't have OP personnel handed to him by the game (courts of some canon elders) is so far below the player on the "food chain" that it's not even funny.

You also said the faith plays a bigger part in PoD than in CK3, but I haven't seen any examples of this thus far.
In fact seems to be the other way around. In vanilla CK3 there's very little faith tolerance, so changing faith comes with tangible issues.
Thus you either adhere to the "rules of faith" set for you by the games, or you pay dearly for changing them.
In PoD there's a ton of mutually tolerant faiths that come with all kinds of rule sets. (I think I even saw a sabbath sub-faith that can live alongside the rest of vampiric word without batting an eye, though that one lacked description, so maybe that's an oversight and not a feature?).
So you just pick whatever fits your preferences and roll with it.
If you actually add some faith-specific events with heavy influence on gameplay (forcing you to adhere to it's methods to control the beast or some such) things might change, but as it stands faith in PoD is a joke.
And it's dangerous to leave such a (supposedly) core feature in such and unfinished state while pushing for more content.

I dunno maybe for someone who plays games out of love for the setting and for the lore/roleplay/immersion there's nothing wrong with where the core PoD stands right not, but I play games for games, and as a game core PoD sorely needs more work all around.

IMHO it'd be much better if you fixed the core now, rather than later.
Don't get me wrong this isn't one of those "fix everything and do it NAO!" insane requests.
And I'm not trying to disrespect your work by criticising it.
But if you delay it until you have more content you'll be walking into a death-trap of sorts.

When there's a well-established core gameplay additional content can be immediately measured to fit it. But if you add more and more content then by the time you get to fixing the core systems and gameplay you'll have a whole mountain of elements to fix all at once. Not only is it a daunting amount of work to take on all at once, it's also more work in total this way, because more will have to be redone.


On a separate note, I'd also like to dispute your idea of stalled development.

You said (all) vamps are parasites. Well, ok, let's roll with that. While it's disputable, I'm not going to bother disputing that because I don't have to.
Real world always had it's own parasites too (they just prefer golden to bloody red, that's all). They do GET in the way of development, instead of helping with it. But that's a known fact of the real world society and the simulation is supposed to already have accounted for it.
WoD portrays itself as a "light alternative" world setting - a setting where some things are different (namely the existence of "supernatural" elements is featured as a fact) but the world at large follows the humanity's history. And that means that it's version of "parasites" is also accounted by the same exact real world development history that CK3 is simulating.

Yes, you're a night prince of, let's say, London, yes, you don't care about mortals and their development, you fiend, but that doesn't mean that you're going to stop the "day" king of that same London from developing Cambridge and building a university there. Because if all the princes affected the world that way then WoD would have unrecognisably deviated from RL history looooooooong before 1230.
You get what I'm saying? There's a living daylight world out there. And while you probably can't fully simulate it (because of engine limitations) you still have to keep it in mind and, where needed, emulate it.
 
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Will you at some point reveal the result of the player survey?
 
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i Agree i want to see if everyone else agrees with my superior opinions :cool:.
 
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Hey, does anyone know if there is a command to increase/decrease weight? I am currently trying to add an option to the fleshcrafting menu so I can make my slazchta dwarfs obese.
 
Will you at some point reveal the result of the player survey?
Yes. We are letting the survey to run for awhile, and won't close it until after the next big youtube streamer runs a let's play and some more people hear about the survey.

239 player responses, 49 patron responses so far.
 
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Also possible causes were changing load order and removing two mods that claimed to not change the checksum (ck2-style icons ones). I know that the checksum changed mid-run as a result of the combination of those alterations, but I'm not sure what exactly caused it.

A mod that changes traits *COULD* change something about /common/traits.txt which can be a factor in any mod that adds traits because of trait indexing. Load order could also be a factor. Not saying that is what going on, but since the bug is gone and I can not replicate it, its not something I can troubleshoot now.

Also, in my second run Camilla got "stuck in limbo". He ended up being a lord of nothing (some title with zero dejure lands) with 8 knights and zero levies in his army. Not sure how exactly he ended up this way, as I wasn't the one who took his last real lands.
Camilla has a landless Duchy title of Via Peccati. About a dozen canon characters have duchy or kingdom level landless religious titles.

If the mod in its current state is not enjoyable to you, then perhaps play something else for awhile. There is a great new DLC from Paradox which has a lot more resources for us for care, polish and quick production schedules. There are also hundreds of other mods you might like. Try us again when the mod and CK3 have had more time to mature.

You might to approach POD right now as less as a brilliant balanced Grand Strategy Game and battle simulator, and more as an RPG you play on the map. If that isn't something you would enjoy, perhaps this is not the mod for you. We do not want to ignore the war aspects of the game, and we are definitely pushed the AI calculations for when to have wars and when to engage in wars to the breaking point by bringing levies back with the hunters. The core issue is that how the AI chooses to battle is based on hard code calculation based exclusively on the number of troops, and no other factors: not the the prowess of champions, not quality of MAA, not any lifestyle, legacy or leadership perks that modify any combat or war related function. We've requested this change, but so far it has not. Our player survey has a question about whether vampire lieges should receive levies. The opinions coming in favor increasing the levies available to vampire lieges. So we will have to surrender to the engine on this one, and will likely increase levies for vampire lieges, allow lieges to get levies from their vassals. It will also mean probably reducing the damage impact of champions. We may be able to make them endure more damage, and we hope to make great use of the new duel system to represent their supernatural fighting prowess through duel events. We also are reworking our MAA, which have been essentially untouched since September 1st.

So far the survey responses are favoring us working on mod better integrating with some mechanics of CK3 and content for vampires, rather than expanding to another splat. There are also some quality of life improvements we are looking at (and the changes to allow automating feeding from herd is part of that, but we also want a character record tab for minions, etc..). This was our inclination after the Inquisition update and before the survey was released. The release date of the 1.3 update and Northern Lords Flavor pack caught us a bit by surprise, so we had to rush an update for that faster than we would have liked.

We are still feeling out the impacts of the new duels on our mod and have big plans to add to them. The long term consequences of the updates PDS made to legacies are still to be experimented with in regards to the mod.

Fortunately you can replace them. But I still think that just shutting them down without immediately putting a different building in place should be an option. Maybe create a dummy building with zero cost and zero effect just for that purpose?

Buildings, as you have observed, are difficult to work with. We are trying lots of different things to have them work in an adequate way: that NPCs build appropriate buildings, that the buildings scale well relative to each other, and that when a holder of a different faith or of a different type (like a hunter taking over a vampire's territory or vice versa), that an appropriate change in buildings happened. Fortunately, you can replace them. On thing I noticed that replacing some buildings requires creating new buildings that might have a minimum amount of needed control, this can confuse players who recently conquered territory not being able to immediately replace a building that is disabled. Once they raise control of the province though, they can replace it.

The game essentially devolves into "own duchy capitals and win" right now. And that's kinda boring.
Counties without "prince of" building chain aren't worth their weight in demesne size.
It also feels wrong without the vanilla CK's "own and controll duchy" requirement. You can give away 5/6 counties of a duchy to either your vassal or to your enemy, but you're still somehow a prince of a local metropolis? Really? Doesn't having more influence over literally every surrounding city count for something? Isn't vampire culture supposed to be fiercely competitive (dog... erm... bat eats bat world) ? I can't imagine them owning all the surrounding area but still tolerating me sitting on the best spot without contesting my rule over it.

This is a design decision based on lore where we differ a little from base CK3. Duchy capitols as also very important in CK3. For lore reasons, princes of cities are powerful but they usually have to tolerate and share the greater metropolitan area with a number of squabbling vampire vassals. Further the prince often has to tolerate a number of individual vampires or even whole coteries that do the bare minimum of obeying the laws of the Prince (or Sabbat Archbishop) without significantly contributing to the Prince's power in anyway.

Of course, if player decision or events conspire so that a Prince only has the capitol duchy and ALL of the other 3 to 5 county holdings are held by a another vampire, they wil likely try to usurp the duchy title; unless there are complicating factors like high opinion, high dread, high troop numbers of the ruling Duke. Best approach is probably to avoid allowing a "mega-count" to become more powerful in terms of troops/gold/etc... than a Duke. Our start in 1230 has a lot of weak princes who need to increase their domain if they want to survive usurpation or revolts by their vassals. The Council of Ashes almost always falls apart due to such an issue usually led by Radu of Bistri. This actually works really well with the lore considering the weak position of Nova Aprad. Still, even if she is dislodged, if she survives she has claims that her family in the Eastern Lords might help her press so that she can return to Transylvania.

requiem-map.png


This map from Vampire: the Requeim's "Damnation City" provides a good example. The "Primogen" are usually elders who are the frenemies and potential rivals of the prince. A Regent holds a considerable piece of territory in the city, and then they have vassals under them. We think that a "Prince" in terms of CK3 mechanics corresponds well to the "Duke" rank as most Duchies correspond to modern greater metropolitan areas. "Counts" correspond to the VTM rank of "Baron", though the titles that vampires use are not consistent with in a sect. Regardless, we think a Prince not having control of all the counties in a duchy is fine. Definitely, holding the capitol duchy (the core of the city) is more important than any of the other counties in the duchy. And we go even further with this in having some historically largely population cities being extremely useful to a vampire prince (the Inquisition is indifferent to the population size of a duchy capitol). This is not something we are likely to change. It a design decision and you don't like it, and thats fine. You have correctly figured out that duchy capitols in POD are fare more important than in base CK3(though they are still important in CK3!) and that champions are more important than in base CK3 (though they are still important in CK3!) While we make tweak some of these things and mildly nerf or buff aspects of the relationship, the general ideas that duchy capitols, large population historical cities, and champions are very important for the game strategy aspect of POD is unlikely to change. Also unlikely to change is our smaller personal domain limits.

While Dark Ages Vampire arguably has territorially large domains than the final nights of Vampire: the Masquerade, the Princes of London, Paris, Cairo, Baghdad, etc... did not have homogenous, monolithic domains in which the Prince alone had territorial claim.

Many innovations don't do anything at all, or do something that's barely significant.

We have added no innovations to the game. All we added was some empty future eras. We would like to do something with innovations in the future. However, your complaint about innovations not having significance are an issue you should bring up with the developers of CK3, not a small modding team.

In both of my runs I've tried changing vassal contracts.

Vassal contracts need work, including having the vampire specific contracts "do something". We are aware our characters are immortal, and that certain decisions like waging a kingdom level holy war, or doing a warmonger kingdom conquest, moving a realm capital and modifying vassal contracts should happen more than once a lifetime. We have extended many of these to a cool down for 50 years. In POD, vassal contracts are supposed to be at the moment alterable at any time if you have the hooks or are willing to take the tyranny. Localization may be lagging behind the functionality. Or that change might be bugged. But we did make an effort so far to address. We are aware of "lifetime" limit issues for immortals and are working to solve them. I believe we've addressed most of them. We will probably leave "creating a new faith" to once a lifetime.

I just tested it, and I could change my vassal contracts easily many times in 1230 to 1231 as long as I had a hook if I wanted to avoid tyranny.

vassl-contract-change.png


You also said the faith plays a bigger part in PoD than in CK3, but I haven't seen any examples of this thus far.
In fact seems to be the other way around. In vanilla CK3 there's very little faith tolerance, so changing faith comes with tangible issues.
Thus you either adhere to the "rules of faith" set for you by the games, or you pay dearly for changing them.
In PoD there's a ton of mutually tolerant faiths that come with all kinds of rule sets. (I think I even saw a sabbath sub-faith that can live alongside the rest of vampiric word without batting an eye, though that one lacked description, so maybe that's an oversight and not a feature?).
So you just pick whatever fits your preferences and roll with it.
If you actually add some faith-specific events with heavy influence on gameplay (forcing you to adhere to it's methods to control the beast or some such) things might change, but as it stands faith in PoD is a joke.

Faiths currently add flavor, create a lot of hostility between different characters and realms, have different crimes. We also use tenets like conscience vs. conviction or self-control vs. instinct to influence outcomes of for some actions for specific vampire events, decisions and interactions like diablerie, hunting, executions and frenzy. We plan to do more with them in the future. They are varied by their doctrines and tenets now. We do have some rather large faiths like Via Regalis that are plurarlist and tolerant; and we have a special toleration doctrine between Road of Humanity, Road of Heaven and Road of Kings called three pillars that has those high clan vampires to play more nicely with each other despite some differences of opinion on the path to enlightenment and how to manage their beast. Others are not so tolerant. With our recent updates for Shadow Inquisition, we altered a lot of the costs for using our new vampire and hunter related doctrines to make it more possible for a player character to create a new faith using them. We also diversified the holy site locations (and we plan to further diversify the bonuses that come from holding them). I am glad we have put as much work into religions and faiths in the mod that we have so far. It would be a much poor experience if all the characters had vanilla CK3 faiths, or all were just a singular Road like "Humanity" (as is the current V:TM V5 setting).

We are planning more faith-specific events, but that also fall under the category of "adding more content" since those are more likely to be narrative related. A late addition to the Inquisition update was re-enabling Crusades/Great Holy Wars and religious heads.

Another late addition to the Inquisition was adding the various Sabbat Paths of Enlightenment as faiths under the Sabbat religion, and ensuring that the player character who goes Sabbat may chose one, that Sabbat NPCs choose a variety, and that what faith the Sabbat Regent has chosen influences that decision (and the possibility of the player character being Sabbat Regent was already in the mod. Since these events don't happen until 1493, its currently late game content. We want to expand more into the Camarilla and Sabbat in the future, and are still feeling out what will mechanically be different about them compared to the 1230 start.

I think some core parts of the mod still need (as in really need, not just "could use") more work, so adding more content now seems... I dunno... premature? rushed? careless?

And it's dangerous to leave such a (supposedly) core feature in such and unfinished state while pushing for more content.

Your bug reports and suggestions are appreciated. We know many things in the mod need doing, thus we released survey to help define the priorities for our small team. We would appreciate if you would not speculate our motivations for when we have chosen to make an update for a mod and why we have addressed this or that bug, added this or that feature, or added this or that piece of content.

You may want to temper your expectations for polish for a free mod working on a recently released game that is still having dynamic changes to base functions. I, personally, would appreciate a less... I dunno... condescending tone. Maybe a little less hyperbole about our efforts being "a joke" and having not addressed issues you bringing up being "death-traps" or "dangerous". Come on, its mod of a game. No lives are lost in the process. If you don't like what we are doing, thats cool. Play games you like. I personally even grow bored with games I like.

Getting game play right between buildings, armies, battles, characters, modifiers and "balance" can be very tough and is also almost always a work in progress. Stellaris isn't the same game it was at release. Imperator has gotten a major overhaul and I hear it is even good now! We definitely tested the envelop on a lot of what is possible in CK3. Some of those things worked, some of those things worked too well, and some of them didn't work well, and some of them didn't work at all. Adding some new things like cosmetics, graphics, events (big and small), characters, etc... can be done without having a major impact on game play but still add a lot of flavor and immersion to the mod. Other things like altering the rate gold, levies, MAA are gained, lifestyle XP gain, or how powerful champions are can be easy to alter but very hard to get the balance and feel right, and some of those feelings are going to be subjective.

We had an awful time trying to balance vampires vs. hunters in terms of wars and battle, and having 1230 stat be hard for hunters and easier for established vampire empires, but to have hunters grow into some kind of significant threat in the 1400s WITHOUT having them always take over the entire map. We eventually addressed this by a lot of rather not obvious work in terms of making Vampire NPCs smarter about what they build. We also put a good deal of work into random character templates and making it a bit of a challenge to build a good council, but having to do it also influences the prospects of NPC councils.

Someone who is great at making characters may not be great at modifying vassal contracts, but then again maybe they are! Someone who does 3D models, or 2D coat of arm charges. Generally, we are glad we did a day one release for the mod, even if there is still a lot more we would like to do with it. We are also glad that we did a big content update by adding hunters. We are glad we did an update for 1.3 so that the mod could still be played, that all the characters would not be bald, etc... We are glad that we added vicissitude transmogrification interactions in the Transmogrification update. We are glad that we added Blood Sorcery interactions with a new GUI in the Inquisition update. Not releasing them would not have been a good approach in my opinion. We do not think having not done these updates would have been good. We have been putting a lot of time into the mod, so it is not a lack of effort. We also query our patrons, who double as our player testers as they have access to the development build of the mod, of whether an update has had significant enough additions and testing that it warrants releasing to the public.

Our update deployment schedule right now will most likely be quarterly, unless there is a base CK3 update, new flavor pack or new expansion. We can't commit to such a schedule given that our team is volunteers, but quarterly is our aspiration and what we plan our work schedule around. Not everything on the schedule gets done according to the schedule and people work on parts of the mod where they have the most ability and inclination. If our updates do not come as quickly as you might like, then I suggest downloading notepad++ (or a text editor of your choice) and lending a hand. Some of our best team developers got involved because there was some change with the mod they wanted done faster than the existing team could accomplish. Our discord is also a good place to see updates in progress and have a deeper conversation with the devs about potential changes.

I dunno maybe for someone who plays games out of love for the setting and for the lore/roleplay/immersion there's nothing wrong with where the core PoD stands right not, but I play games for games, and as a game core PoD sorely needs more work all around.

If the mod in its current state is not enjoyable to you, then perhaps play something else for awhile. There is a great new DLC from Paradox which has a lot more resources than us for care, polish and quick production schedules. There are also hundreds of other mods you might like. Try us again when the mod and CK3 have had more time to mature. I hear there is a big update for LotR: Realms in Exile coming out on April 3rd that sounds exciting. They have great 3D models for portraits and buildings as well as a whole new map. I also recommend Godherja: The Dying World, The Way of Kings CK3, and The Bronze Age: Maryannu. None of these mods quite so pushed into the realm of reducing levies and vassalage, so have not fought so much against the AI's logic in terms of picking wars or battles. On the other hand, they all have new maps, custom portrait art, diverse faiths and even innovation changes to the GUI as well as interesting content like artifacts and societies. Really great stuff for a game only released in September.
 
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Coming back to a suggestion I made... three months or so ago (?), since vampires tend to travel a lot, maybe all vampire PCs should have access to a version of the DLC's varangian conquest CB? I already made that for myself in vanilla, and also integrated an option to leave your titles behind with a friend or family member rather than just letting everything fall into chaos.
 
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Coming back to a suggestion I made... three months or so ago (?), since vampires tend to travel a lot, maybe all vampire PCs should have access to a version of the DLC's varangian conquest CB? I already made that for myself in vanilla, and also integrated an option to leave your titles behind with a friend or family member rather than just letting everything fall into chaos.

Lore-wise, vampires very rarely travel, because they are territorial and paranoid (and also because there are werewolves in the woods waiting to kill them). The default assumption in the RPG is that you never leave your home city.
 
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Lore-wise, vampires very rarely travel, because they are territorial and paranoid (and also because there are werewolves in the woods waiting to kill them). The default assumption in the RPG is that you never leave your home city.
At the same time there are several instances off one powerful vampire or another, moving to someplace new and establishing themselves there, this is more common among the type of vampire you are likely to play in the PoD mod (powerful vampires) than among the neonates of modern america assumed by the VtM tabletop RPG.
Travel was also more common in the Dark Ages vampire period

I'm not very familiar with this feature, isn't it DLC locked?
It is yeah.
I too think it'd make a great addition to the mod, but I'd understand if you'd rather focus on content that can be enjoyed by the entire userbase.
 
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At the same time there are several instances off one powerful vampire or another, moving to someplace new and establishing themselves there, this is more common among the type of vampire you are likely to play in the PoD mod (powerful vampires) than among the neonates of modern america assumed by the VtM tabletop RPG.
Travel was also more common in the Dark Ages vampire period


It is yeah.
I too think it'd make a great addition to the mod, but I'd understand if you'd rather focus on content that can be enjoyed by the entire userbase.

Yeah, I guess the rule of thumb is that vampires travel if they can gain something from it. Like if there's some big event going on, a possible fresh start, or their main holdings are lost or no longer worth it. Obviously, no prince of a grand domain is just going to leave it all behind voluntarily. Well, Gangrel are often seen as a nomadic clan in general. The signature characters in the novels also travel a lot. Stuff like Beckett and Anatole doing research, or Lucita being a wandering contract killer for hire. Some also get missions forced upon them by older vampires that require travel. But those aren't princes most of the time. Well, Hesha runs his own criminal empire while also going adventuring, I suppose.

Of course, I guess there's a difference between permanently abandoning all your holdings and just temporarily leaving them to go take care of some business. CK has always had "on a journey" type traits/mechanics for that. The disadvantage of it is that it's less flexible, since the modders explicitly need to design these travel decisions. I do think that Varangian Conquest with the option to actually decide what happens to your titles is a nice compromise and an appropriately Vampire-ish idea, though. Leave the titles with a childe. You're not abandoning them, exactly. Just taking care of business elsewhere for a while. But the childe might start feeling entitled to what they factually hold now...
 
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There are multiple vampires within the game, that are settled well out side their respective historical ethnic groups/cultures during the middle ages. With Romans in egypt/africa, and greeks/arabs in England. It's not so much of a stretch to have characters travel/interact with other vampires throughout the europe/middle east.
 
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There are multiple vampires within the game, that are settled well out side their respective historical ethnic groups/cultures during the middle ages. With Romans in egypt/africa, and greeks/arabs in England. It's not so much of a stretch to have characters travel/interact with other vampires throughout the europe/middle east.
True, but they often do so when young. Rarely does an established Prince move. Sometimes, it happens! In POD for CK3, even after game start, there are often vampires moving from one court to another. And players characters are, of course, lords of their domain.

There is also nothing stopping a PC from moving their capital to a new holding. In fact, we modded the game to allow unlimited capitol moves.
 
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True, but they often do so when young. Rarely does an established Prince move. Sometimes, it happens! In POD for CK3, even after game start, there are often vampires moving from one court to another. And players characters are, of course, lords of their domain.

There is also nothing stopping a PC from moving their capital to a new holding. In fact, we modded the game to allow unlimited capitol moves.
Indeed. I started in Chernigov:
20210402104011_1.jpg

And now Clan Nosferatu, under my glorious leadership, is enjoying the southern skies and accompanying goldmines, meanwhile the european vampires are burning under the apocalyptic onslaught of the Inquisition :D
 
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all were just a singular Road like "Humanity" (as is the current V:TM V5 setting).
I just wanted to comment on this, despite Humanity being the *default* in V5 it is by no means the only option. V5's system of tenets and convictions is far more open than any previous system used in VTM, you could recreate any of the old Paths of Enlightenment or Roads with ease, or even create new ones wholesale, because a characters morality is now built *per them*, rather than being forced into a specific "path". I just see the misconception that Humanity is the *only* morality in V5 thrown around a lot and it bothers me. (Yes most character sheets will have the tracker marked Humanity, but even what "Humanity" entails is flexible now, nothing is stopping you from crossing it out and writting "Via Peccati" or whatever.)
 
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